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EntitySpawn
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2851395#Comment_2851395
But she wasn't using bloody fingernails addon, she was using "Old newspaper" and "Cabin Sign"
if that is working as attended, then she needs a nerf and you can't say the speed when looking for me on the ground is right, that is way too fast.
Well she didnt even use a tv in your clip, I'm sorry but you just ran into her while she was manifested so you didnt see the red stain.
I promise you shes not going faster and is just a normal 115% killer. Its likely you're just getting abit confused due to the no red stain etc. I would suggest looking behind you as you're missing alot of what is actually happening.
She certainly doesnt need a nerf, if anything a buff. Shes still new and you'll get use to it in time
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@Notretsam said:
https://www.youtube.com/watch?v=RgG0U7Ir-KQ&ab_channel=Notretsam
Here is a clip but I got mixed up, I remembered her red stain approaching a window but that was on the first hit, which is the window I vaulted before this. Also, she didn't follow me through the window, as I said, I got mixed up with the first hit and put the two hits together in my brain.
However, this clip does show how fast she comes out from manifestation and is able to hit me, it's fast but mostly, check out her speed when is she looking for me on the ground, that can't be right? I think she manifested and can move faster then but that is crazy fast when combined with how fast she can attack when she re-manifests.
I think it's a combination of the two that is the issue, speed that Onryo can move manifesting, plus the time between re-manifest and attacking, there is something off there I think, either she needs a nerf there or something else is up.
It's fine, you're just mixing up the fact she was manifested so she had no red stain. You full on ran at her so she was right next to you, dont forget shes 115% speed and you're only 100 so as soon as you ran into her it was 100% a hit with no speed boost.
The only way she gets a speed boost is through the tv. She has bloody finger nails which can increase that speed duration and an addon called telephone which will slow you down slightly when she manifests.
This is completely normal and shes working as intended, you probably just not use to it yet is all. Small killers hitting with their hands always looks odd but it all legit
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Meta? Nah, good perk though for sure! If only we could get more like it
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Shes okay, by no means is she great but she certainly isnt the worst
Edit: I would like her old newspaper base with the addon still existing in a weaker state, thatd be nice
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2850965#Comment_2850965
The point is that a perk effect which is already strong (i.e. lunging for distance) doesn’t need a secondary effect that’s also pretty good. So yeah, Dead Hard for distance but without invulnerability would still be useful and popular but it objectively wouldn’t be as good as the current version simply because those instances where the attack evasion was useful can’t happen.
If they remove the invincibility and it turns out the perk is still overpowered, then all they need to do is reduce the distance a bit as well.
Removing I frames is the worse choice tbh, it just makes stronger killers stronger and weaker ones weaker.
I dont want that, I'd rather the distance gone so I can verse a bigger range of killers. But the devs mentioned distance so I'm very hopeful
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Distance 100% most DH uses are for distance, I dont get the point of removing the i frames tbh.
It's so situational that you'll use the perk to avoid a hit especially a ranged one, I kind of like the idea of DH being used to dodge range/antiloop attacks it gives it a decent purpose.
The distance just screws over every basic attack killer there is, doesnt matter if you outplay them at a tile the DH distance can save them most of the time.
Removing distance makes basic attack killers not so weak, who knows I might actually verse some of them now
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2850768#Comment_2850768
Did you test it? Cuz its says when you damage a generator and of course opression damage 3 gens but not kick 3 gens.
Don't need to, iv tested the others as theres quite a few perks that all have a similar description and work in the same way. The first time oppression came out I was so excited to try overcharge etc. But none of them work as it's not coded that way.
Basically the gen you kick gets everything and then oppression just regresses the others at default. Is a shame, like I said if it wasnt coded this way the possibilities would be endless and far more interesting
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Nope.
Would be nice but sadly synergies like that arent coded. Would make the game have more rarity in perks but oh well....
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2850722#Comment_2850722
"What's that? You ran between two trees in the middle of bumfuck nowhere?" *Snap*
Haha yeah that happened about 2hours ago, dude had self arming traps and a random trap in the middle of no where got me
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2850700#Comment_2850700
I mean he's not the worst killer to go againts.
Definitely is in my books, 50/50 if theres already a trap in the nearest loop certainly ruining my fun lol.
Trapper is F for me and everyone can be far higher, I just dont like the whole looping ability taken away. Ironically I'm okay with nurse lol
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Trapper fun? Wut
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Thanks! I never had time to check, it was disabled before I knew there was a sale lol.
Be excited for that to come back, shard sales are rare
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Was it for outfits too or just characters?
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@fulltonon said:
Since most of regressions are generally side-grade at best, it's nice to make the game little more diverse by introducing them, even though meta is still pretty much just slowdown and that's it.
Slowdown will always be meta, when 4 survivors can spawn on separate gens I'm not sure what you expect
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@ACleverName4Me said:
This was the question that finally made me create an account.
But in all seriousness I enjoy playing as the Clown, Trickster, Trapper, Ghostface, Legion, Doctor and Wraith. I have played every killer in the game and these guys are my favorite to play. Don't get me wrong, I know it is possible to 4k as them but it isn't as easy if you were to play as a good Nurse, Blight or Spirit. I have played those 3 killers and I don't enjoy their mechanics. When I hear a glass bottle shattering and or see some bear traps in my survior games I am excited because it's not a Huntress, Nurse or Spirit. Variety I love when it comes to perk builds, add-ons, items, killers and survivors.
If you leave a comment please be nice and let me know if you play a "bad" killer and why you play them.
If I'm not against my skill of survivors then sure, as soon as I start to verse my skill it's just stress...
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Anything that triggers undetectable will create a silent revving
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2848252#Comment_2848252
You're missing the point. I didn't say that it should kill more. I'm saying that weakening the threat of dying to it significantly raises the chance that the Survivors will prioritize finishing the gens over getting the Trap off. You don't want to wait until the gen is already done for the Survivor to stop doing gens.
They dont have time to do a gen with an active trap so your points invalid. No one fears killers unless you're playing at a low level with new players and at that point any killer is strong and feared.
Talking about buffs, not "fear" nothing is scary in DBD and the thing I suggested would provide a consistency pig lacks and would be a buff most games.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2848214#Comment_2848214
The issue is not that they don't respect the Pig; the issue is that they don't respect the Trap. Why would they? They're not going to die to it if they only have to search three boxes. What's the rush, then? You get off the hook, do one box. If the timer hasn't started yet, you can just do gens from there until the timer starts. Once that timer starts, you only have two boxes left. The only way you might possibly die is if the Pig decides to hardcore crouch tunnel you (at which point, they are throwing away the game).
The devs say they dont want killers to get kills via secondary powers. This is why pigs best addons got nerfed, it's also been stated with the new killer as well as during pinheads nerfs to addons involving the box.
I'll stand by 3 consistent box searches is better than rng just purely due to its consistent slowdown which will benefit me and my outcome. I feel big needs more buffs but the trap rng is a big issue but we can all have different opinions but personally I'd rather a consistent slowdown rather than 1/50 I'd get a 1k through a trap, I'd get more kills through a guaranteed slowdown
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2848214#Comment_2848214
well, people play with pig like them wants, regardless of the pressure they put on the survivors or not. Don't try to show your opinion is good by blaming others for their playing styles.
And going back to what you answered above, I don't expect that every RBT I put will kill every survivors, but yes, currently even if situational, there is this possibility, and because fearing this possibility that survivors respect RBTs
Just because I dont share your opinion means my opinion doesnt have merit?
No good survivor fears the traps or even any killer, not to mention you wont get a random head pop unless you're against casuals and they massively mess up and are on an overly big map.
But yes if every survivor with a trap is forced to waste 40seconds and you're not putting pressure on that is on you?
You do realise how often people get the boxes off on 1 or 2 goes right... I dont see how making it consistently more is a nerf but okay. Just different opinions
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It's just timing, really easy to learn and do tbh. The aiming shouldn't be an issue as its center screen.
Only time it slightly gets difficult is when doing it over certain loops or even through certain objects but you'll soon learn it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2848011#Comment_2848011
For starters, her FOV needs to be raised while crouched IMO. I also think she could at least do with a sort of way to mitigate pallets because dropping pallets early completely invalidates her ambush except at the absolute weakest loops (such as the corner outside the main building in Father Campbell's Chapel). Perhaps she could benefit from having the ability to jump the pallet or vault point while ambushing similar to Legion. Enough Killers have ways to shut off the pallet using their power that I don't think Legion's ability to hop it should be special anymore.
Also, I'm really not a fan of that add-on, as I think that can add a HUGE amount of time to searching Boxes and make them too efficient at killing.
https://forum.deadbydaylight.com/en/discussion/comment/2848045#Comment_2848045
I also play Pig a lot and enjoy playing her quite a bit. I just also think she's quite weak.
https://forum.deadbydaylight.com/en/discussion/comment/2848027#Comment_2848027
I've seen this suggestion many times, and every time my opinion on it is the same: That is a significantly larger nerf than it might initially seem. At three boxes, there's no way Survivors have to worry about dying to the RBT, and if they don't have to worry about dying to the RBT, they don't have to respect it, which severely neuters the stalling potential.\
https://forum.deadbydaylight.com/en/discussion/comment/2848161#Comment_2848161
I'm already VERY aware that you have to control the pallet at a loop in order to use the ambush, and that's 50% of the problem (the fact that a Survivor can just pre-drop the pallet and prevent you from having that loop). The other 50% of the problem comes from having to "read" your opponent. That's ALL the ambush has going for it: Making a mindgame and hoping your opponent responds poorly. That's not a strength of the ambush; that's the only way it functions. You don't have control over it; you have to present your move and then your opponent either makes the correct call and wastes your time badly or screws up and gets it. You don't get the final say over whether the ambush is successful, your opponent does. Sure, they ran at the first hint that you might ambush the loop. That's not an assurance that they'll do it a second time. Each time you use the ambush at a loop (at least, one that you CAN do it), you are hoping that you guess correctly because even with the most galaxy brain reads, it still all boils down to whether your opponent read your intentions correctly or not.
Also, I explicitly avoided referring to the RBT's ability to kill because that isn't my problem with it. My problem with it is that sometimes it just does not do a good job at stalling at all. When you get lucky and get reasonable amounts of stall, that IS good. The problem is that there's a reasonable fail-case that the Survivor just gets it off too quickly. On top of that, you'll have competent Survivors who are not afraid of the RBT (since the way they're designed are intentionally meant to not score kills often) and power through gens until the timer starts. Put those together, and you have a very non-negligible number of cases where the Traps don't help slow things down.
Also also, I disagree with her add-ons being better than they used to be. Going add-on by add-on, I think she has roughly the same number of garbage-tier add-ons as she did before her add-on re-work. I think RSN2 + Video Tape is a gimmicky all-in combo that (and I was vouching for its viability before I actually tried it out for myself), and I think all of the add-ons that inflict penalties on Trapped Survivors are trash except for Rusty Attachments which is slightly less trash (though I freely admit that I don't have Hex: Plaything on Pig, so I have never tried that + Face Mask).
If survivors dont need to respect you while they need to search 3 boxes spread across the map then you arent putting in that pressure or fear.
Having to search 3 boxes is far better than 1, and itd be consistent for all survivors. That's easily 40seconds wasted if you dont even interrupt them as they need to search and cross the map. 40seconds PER TRAP. That's not including addons, I can assure you the RNG hurts her more than a consistent 3 boxes
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Well done on copying everyone else.
Bugs should be submitted in tickets.
Posts like this usually get removed due to spreading expoilts. BHVR is currently out of office, therefore you post doesn't help apart from make even more people aware of the issue.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2848111#Comment_2848111
it will certainly drastically decrease people's chance of removing the RBT on the last box, although it increases the chances of not removing it on the 1st try as well (but inscrease to remove on second ou third).
so potentially speaking it's a nerf because it reduces the possibility that survivors will actually waste enough time to die with them activated like in lore. Anyway, At least if devs want to implement a change like this in the RBT that was just for survivors to waste time (and not have the potential chance to kill them), it could be through an addon, and not in her base kit. It's my opinion.
@topic:
forgot to mention that it's already 2022 and we don't have a chase music for her.
If you're playing pig to expect kills through traps then you're playing pig for the wrong reason. What I suggested isnt a nerf, it completely removes the ability to get the trap off first try. Sure they get it off third try but I'd take that consistency over them removing it instantly.
Once again it's got nothing to do with the lore and doesnt break it. Every trap they are told the keys location (apart from where they're set to die no matter what) and it's a matter of choice not RNG.
The rng factor hurts her more than you realise, the more consistent the survivors waste time the more consistent pig is and therefore stronger.
Devs dont want you to actively get kills through secondary powers, even the new killer they explain that and pig is no different. It's also why pinhead got nerfed so much, we are talking about balance and that means consistently able to do so well... not the only buff she needs but a good one.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2848045#Comment_2848045
an big map also means more spread out jigsaw boxes, just like in the Raccoon city map, which is bad for survivors. I really like playing with her on big maps, it's not a pressure from map presence, but from her power.
https://forum.deadbydaylight.com/en/discussion/comment/2848027#Comment_2848027
I don't agree, this suggestion has already been made several times on the forum, in addition to distorting the lore of the movies, it's a big nerf, because it removes the real possibility of survivors dying with RBT.
Actually in the saw movies they use keys, some traps are actually locked behind multiple keys so it doesnt break the lore
And no one dies from them now after her addon nerf unless someone has forced it or wasted a bunch of time while its active. I'd know as the last box is usually mine lol.
This iant the only fix she needs but it's a start, its similar to trappers buff. This is a consistent buff to pig and a good one.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2848083#Comment_2848083
Yeah I think we'll get bonus bp someone said they usually do that so hey more points I'm down.
Sometimes they do sometimes they don't. It's a coin toss really, but we can all hope and worst case it's only been an extra day or two
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I wish I knew this bug or I might of played today lol.
Oooo maybe we will get some sweet bonus BP lol. They will probably say the BP pipeline got jammed so they fixed it and extra BP spilled so enjoy an extra X BP
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Because spreading the expoilts so everyone is aware and takes advantage of it will really help out.
It's not like you can submit tickets for these issues (the actual place to report them). BHVR currently isnt in office, I would assume posts like this that spread the expoilts would get removed.
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It became a claudette and is currently hiding
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You should explain the bug and provide evidence. But BHVR dont work on weekends and you should submit a ticket not post on the forums for this stuff.
I'm not aware of the bug so I cant comment on it or create a ticket for you
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Her head traps just shouldn't be rng. Just make them take 2/3keys (search 2/3 boxes) and it comes off.
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Happens in about 5 1/2 hours :)
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@Lucent said:
https://forum.deadbydaylight.com/en/discussion/comment/2846563#Comment_2846563
But you could completely ignore the replay system. I can understand why the devs don't want it though, it would be an easy way to expose large flaws in the game.
I would ignore it, still a waste of time though. Most players wont use the system and like I said I'd rather the devs focus on better things.
A better anti cheat and a report system would be better than the whole effort of recording games to rewatch to see if someone is cheating. There are so many things that need addressing first in the game before a theatre is added, plus you need to build a game from the start with that in mind so DBD would have to start completely new... definitely not a good move
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Watch my team walk round of the edge of the map doing nothing? Noooo thanks, be a wasted effort in resources and time tbh. I'd rather they just work on an anti-cheat
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@deKlaw_04 said:
I have gotten better with demogorgon but I keep making so many dumb mistakes. I still struggle looping at shack and around pallets. I was wondering if someone could review my gameplay and tell me what I could do better. Thank you I would really appreciate it!
Couldn't watch it all as I'm currently making dinner, but I'll say these few things. I'm no demo main but been playing the game (both roles) for 5 years and I was always rank 1 and now likely high mmr.
Firstly perks, I wanna touch on this subject just quickly. While theres nothing wrong with your perks and you do get some good value they're heavily RNG based, and because they arent consistent neither will your games be consistent.
Gameplay, so first you need a little practice at preparing your direction when charging a shred, for example that killer shack (first time) was a hit, you just seemed like you wasnt aligned and had to adjust before you could shred giving them a free vault.
Unsafe loops, like the one a near stuns and blinds you at should result in a hit, baiting a shred is fine but you really want to avoid stunts on weak pallets, standing at the pallet and doing abit of mind gaming will help.
Learn distance of tiles, lunges etc. Right near the begging you miss a hit at a LT wall. With the distance she had you was never going to hit and just put yourself into recovery. While it's a 50/50 guess if they vault dont forget you can moonwalk to hide your red stain, should definitely use that to confuse survivors.
Weak links, the tapp was a weak link especially within the first chase you can see him unnecessarily crouching at a rock you can see over, highlighting weak links can help you alot. Especially when it comes to getting one out early to tilt the balance your side.
Dont over worry about using shred on pallets if you're already touching it. Shred is the same speed unless you have the addon and even then you have the charge up.
I dont wanna say too much or go too in detail, I'm abit busy and I dont want to come across like you're doing lots wrong when that isnt the case theres just so much going on a killer need to take notice of. I'm sure I can give you more tips/suggestions another time but nothing can beat practice, even versing over demos (rare) will help you more
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2843229#Comment_2843229
Oh yeah, I meant, reloading should reload both, but then giving separate ammo. I don't think it would be op.
It really wouldn't be, he could also have some better addon, alot are meme or just not good
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Bottles should share separate ammo. Reloading will reload both
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Brother should be kinds proud of the 17k BP. Iv versed killers who have gotten alot less
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2842689#Comment_2842689
The goal of the MMR is to sort people into skill brackets. It is not to give feedback on how skilfully a player performed within a single match.
It looks at trends, not specific matches.
What it measures is skill, just a different use of the word than you're thinking of. That's what I've been trying to convey this whole time, a matchmaking system looks at large batches of games, not any specific match. The question the MMR system asks is simple: How frequently do you win?
It doesn't care how you do it- the people who care about that are the balance team, the overall design team, any tournament organisers, etc. The matchmaking system only wants to know how skilled you are, overall, at winning your matches. Then it'll pit you against opponents who stand a fair chance of winning instead.
And that's why the SBMM is a failure, we can all make cakes (end result) but that doesnt mean they're the same (process)
You can use hooks to get the average skill of someone and itd be more accurate.
You cant say kills allows them to get an overall picture when hooks can do EXACTLY that just more detailed.
The fact 1 kill can be 0-9hooks just shows it's too vague to be accurate. Kills mean something yes, but is some who gets 1 hook and 1 kill consistently the same skill as someone who gets 9 hooks and 1 kill consistently? No. The answer is no...
This system only punished face camping 1st hook to death. Only reason not to like it is if you play that way (face camping bubba)
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I wouldn't say low C, probably just C and maybe low B on certain maps but that's mainly if you abuse the condemned play style.
Shes a basic attack killer so I'm not sure what people expect, i have found a little antiloop hidden in an addon and her power but it's not amazing
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We balance for bad survivors so we cant have nice things
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2842140#Comment_2842140
Just that survivors can always suicide on first hook and forces killers to get 1 hook kill, and even if they didn't other survivors might simply ignore him and let him go.
Hook count is not something killers can get on their own.
That would net you 2points in total, if you cant get 5hooks in a 3v1 then yes you probably dont deserve the rank increase.
@fulltonon said:
I mean, have you ever seen a PvP game where it doesn't increase/decrease based on just win and lose?
Yeah changes can be higher or lower based on performance, but if you lose you will lose points no matter what.
It's no different in DbD, if you win you will get the points, if you lose you will lose points, and it's proven to work just fine.
This is a SBMM that means skill based matchmaking, this system would reward skill. Like I said the only reason youd hate this system is if you face camp as bubba or something....
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2842140#Comment_2842140
You absolutely can get kills without hooking people under certain circumstances, but yes, you do normally need to go through hooks to get kills. That doesn't make them the objective- you also need to find, chase, and hit survivors to get kills, but those things aren't your objective; they're the way you get to your objective.
Your previous comment did explain why you shouldn't just use kills or escapes if you want to measure someone's skill within a match. My first comment explained how that's not the goal, though.
Over a large batch of games, the most reliable indicator of overall performance is whether the player won or not. Some nuance can be added here and there - like the MMR difference between players and the order of survivor deaths right now - but looking primarily at win/loss is a perfectly legitimate choice for what this system is supposed to be doing.
So the goal of the SBMM isnt to determine skill? Ah see that's where I was going wrong, since the title has Skill in the name I'd assume that's what it was aiming for
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Totems spots need to be better. That's all tbh.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2842122#Comment_2842122
That's only too vague if you think that hook counts actually matter. There are quite a few reasons not to think that, ranging from the fact that hooks aren't actually within the killer's control in the way that kills are, to the fact that hooks are not the killer's win condition.
Survivor MMR is a little different, there's room for more nuance there. We don't currently know if it needs that nuance, but it's a little less clear-cut than killer MMR.
Hooks is physically the objective though, you cant get kills without really hooking people. It's like saying you can escape without doing gens (admittedly actually possible due to 3 teammates)
But you're having double standards, you cant have survivors chase counts as skill but not killers hooks.
I'm not saying kills or escapes mean nothing, but you cant just use them. My previous comment explains the issue with doing so
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2841968#Comment_2841968
Well, no, we know that the end result doesn't show how that game went. We also know the end result, as an aggregate number over a large batch of games, is a pretty reliable indicator of your skill level. It doesn't matter how insanely out of your mind good you played in one match if you play pretty averagely most of the time.
The current system is also, like, broken? As in, it isn't using the MMR number it generates properly in some situations? So it's hard to say how effective it is at the thing that it is supposed to be doing, but there's little reason to assume it's fundamentally broken.
As for the emblem system, the actual biggest issue is for the killer side. Some killers are penalised for using their powers, and the other emblems aren't fantastic for all situations either.
Yeah but if you can see hook data its going to paint a better picture and overall view than just kills. 1 kill can be 0-9hooks, that's too vague to show as accurate results.
And yeah backfill etc. Is certainly an issue but it's not the only issue, theres some very good survivors low mmr just simply due to them not Escaping. It's happened to my brother, hes by no means at my level but he is good at chased but to look at his team now he will never escape. Low mmr is a pit unless you do swf, he personally can escape alone but he feels bad because he can basically run a killer for multiple mins per chase.
And yeah you cant use the emblems for killer, too many variables I agree. But a simple point system like I suggested works for all killers
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2841927#Comment_2841927
"1 hook = 1 point
If a survivor reaches next stage = 0.5points"
It does punish tunneling with proxycamping and defending hooks. You want survivor to be able to rescue and killers have to get more hooks to get more points. As I said before, some killers have powers / abilities to achieve this, some don't. It shows that you don't really understand the killer gameplay.
If you really want to stop facecamping, a better solution is to merge all the survivor BP into a pool + merge MMR gain to force them to work together and cooperate. This way, if 3 survivors escape, all survivors will increase their MMR, including the one that died to the facecamping Booba for example. But, if only 1 manage to escape, he will still lose MMR, because as a whole, the team did poorly.
1 hook, they get off and tunnel, 2nd hook get off and tunnel, 3rd hook. That's 3 points so tunneling isnt punished at all.
Camping yes, but not completely, if you force the odd survivor to go into the next stage you arent really punished.
The only way you get punished by this is by 1hooking and camping that 1 person all game. By face camping bubba for example.
So no doesnt punish those plays or strats only face camping people from first hook to death.
BP has no revelations to skill what so ever, so no that's a terrible system.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2841927#Comment_2841927
To be clear, I am separating the emblem system from the matchmaking system. Back when it was used for matchmaking, it was awful, due in large part to having a misguided focus on proving how skilfully someone played- though I'll grant that it was more because it had terrible definitions of how to play skilfully, it was still an awful system.
A matchmaking system is broader than that. It wants generalised skill brackets, not for you to "earn" your place in it. If you win often, stronger opponents. If you lose often, weaker teammates. Anything that complicates that, at least currently, is a gameplay flaw that needs to be fixed regardless.
Oh I agree but the current system isnt that great especially due to the vague nature of what actually happens. The current SBMM only uses the end result which as we know doesn't show how the game went at all.
The biggest issue with the emblem system was how nice it was to altruism and Escaping (even through hatch) and had a safety pip feature, probably would of been a good system if you either pip or didnt
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2841613#Comment_2841613
I am sorry but that is YOUR definition of skill. They are killers with powers allowing them to have fast down / chases (nurse, blight) and others way better at defending hooks (hag, booba…). Defending hooks / denying rescue will result in less hooks overall, and less MMR gain with your system.
Also, your system punish tunneling, which is a valid strategy. I don’t want to follow your survivor book forcing me to hook different survivors. What if my build is based around hooking / tunneling the obsession ?
And even if it works, what does it solved ? Nothing. The DBD community, killers or survivors won’t change their way of playing and their definition of a victory / defear. Camping Bubba will still camp, at lower MMR against less experienced survivors. Tunneling Nurses will still tunnel, and thanks to you again, at a lower MMR.
Ask survivors and killers this :
- What is your definition of winning ?
If I can’t get a single kill as killer, it matter how many hooks I made (8 for exemple), it’s a defeat for me. I would rather have 1 kill and less hooks. I am playing killer to kill, not hooking them and saying goodbye as they leave through the gates.
And as survivor, it doesn’t matter how many gen we did / pallet stun / long chases. If we cannot get a single survivor out, it’s a hard loss. I don’t deserve to gain MMR if I don’t ever escape, it doesn’t make sense.
Didnt read or you dont understand. System doesnt punish tunneling.
@Akumakaji said:
I still don't get the reward part with everything around the issue, your system or the one we have in place right now.
People cry out for the unfair part of a killer raising their MMR with scummy tactics, one camped hook plus one NOED kill or whatever, but whats the fuzz about?
There is no reward for raising your MMR, your only reward will be better players, survivors who are so stealthy or so godly at looping that you are begging for scraps, till your MMR score hopefully falls again into a more managable region. Sweat is the only reward of high MMR, and this is the biggest issue: skillfull or scummy, being successful as a killer will only lead to frustration.
The last 10 games as Pyramid Head, my best killer, were absolutely aweful and 0 fun, literally. It was just frustration and I am seriously considering watching a movie while smurfing my account, because for me there is little to no value in playing the game right now. And it aint the number of kills or hooks or whatever, its the quality of the matches. I am matched with obviously very good survivors, and the matches are nothing that I can enjoy, no fun chases that eventually end in a down and a hook, only endless chases with god-loopers and an inevitable escape. If I get a down the whole team decends on my and makes sure that THIS hook ain't happening.
I am finally understanding this "killer burn out" that some people talk about. I am a killer main through and through, but these days I feel less and less motivation to try to get a few kills and try more to catch up with my survivor tome challenges.
The point is to better match all players, the current system is too vague and doesnt take into account what actually happens. A big reason alot of people feel they are miss placed as the current system doesnt actually see how well or bad you did. It just sees black and white
@jesterkind said:
I think the core issue behind your reasoning here is that you're stuck on the MMR system as a direct, literal rundown of how skilfully you played in a specific match. It isn't that, and it isn't trying to be that- this MMR system is not a competitive ladder, it's a tool for sorting players into broad skill brackets based on how consistently they win overall.
It doesn't matter how you got your kills in a specific match. That specific match barely matters at all, it's just one point on the board to be tallied up en masse. If you facecamp and hard tunnel your way to those kills, that's totally fine- the more egregious examples of those tactics are already stated to be undesirable and thus fixes are being developed independently, and the more legitimate examples just mean you'll be going against survivors who know how to deal with it. That's what the MMR system is designed to do.
If you want something that measures your skill within a specific match, that's the emblem system. The matchmaking system just wants to put people in broad skill brackets.
A good player will consistently play well, this system would actually place people more accurately instead of having players raise or lower too quickly. I do actually use a version of the emblems for the survivors system I made up but killer it doesnt work as well. The old killer emblems system gave you puts for over long chases it also gave you puts for doing simple actions, you got rewarded for hits but hits dont matter if you cant get one hook. It's a simple system, rewards those that can get lots of hooks or kills no matter how (slug or tunnel) but punishes those who hard facecamp (bubba as example)
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@Murgleïs said:
What is the point of this change ? There is no ladder and MMR is hidden.
Like it or not but if you cannot get any kill on the long term and only hooks, it means you are not really trying to win (yes, tunneling is a valid strategy). Why should you be rewarded with a higher MMR ?
Also, if you have this playstyle, why do you bother about raising your MMR ? I mean, I am a killer main (nurse), and trust me, the game is way more fun at low MMR when survivors / killers use fun perks instead of meta slave BT / DS / DH / UB / or COH. Nothing is preventing you to keep this playstyle as a killer.
Now, let’s say you are a survivor main. Why do you bother about killers playing for kills instead of hooks ? Because you don’t like dying and not escaping ? Well, guess what, MMR is balanced around 2 kills / 2 escapes (which is not fair for a horror game, imho it should be only 1 escape with a "final girl" like in movies) so in the end, even if the killer get more hooks, he is supposed to have a average of 2 kills.
You probably wont get it but it's about balance and actually having SBMM based of you know skill, hence the S.
This system would also reward skillful players over non skillful ones. If you really think a face camping bubba is skillful and shows good balance then yeah that's and issue.
A system like this would allow better balancing and a better understanding on how killers can perform. Seeings a 2k average doesnt mean on average killers are getting any X hooks. This system adds that depth for better overall balancing
And if you understood this system I made it doesnt actually punish players who use tactics like tunneling or forcing the next stage of a hook.
ALL this system actually does is punish the full on facecamp noed (0skill style) and rewards players that are skillful. If you're against this system I'm guessing you cant get many hooks, theres no other reason to actually dislike it.
I haven't even done the survivor system yet and no I dont think escapes matter, that's the current flawed system. The system I made up (not posted) actually rewards skill.
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Yes. 1k is a loss, regardless when it happens or what happened in the trial.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2841366#Comment_2841366
1000 % all add ons should be at least good. And maybe 1-2 meme add ons.
Blights add ons are the epitome of good add ons where almost everything is useful.
Sadly....Most killer add ons suck ass.
Yeah completely agree, I have no idea why the devs must realise so many addons will never get used or have a point to them. They either need a bunch of useful addons (like blight as you mentioned) or decent addons with variations (like wraith how its same addons but different qualities)